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Spectacle of Lights - PLSN.com

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Taking the<br />

VIDEO DIGERATI<br />

Frame Blender<br />

Off “Choppy”<br />

By VickieClaiborne<br />

Many media servers feature a control<br />

channel for Media Play Speed. How<br />

does this feature affect your content?<br />

Have you ever used it? Well, if you have, you<br />

will very quickly know whether or not that media<br />

server uses frame interpolation, also called<br />

frame blending or video smoothing.<br />

When a piece <strong>of</strong> content is created, it will<br />

be rendered at a specific speed in frames per<br />

second, or FPS. Typically, that value will be15,<br />

25, 29 or 30 FPS, depending on the format <strong>of</strong><br />

the media, the codec and even the hardware<br />

being used for playback. If a piece <strong>of</strong> video<br />

The result made lighting<br />

designers cringe.<br />

content is rendered at 30 FPS, what happens<br />

when you use the Play Speed control channel<br />

and slow the movie down? That actually<br />

depends on the s<strong>of</strong>tware and media server.<br />

When a piece <strong>of</strong> 30 FPS content is being<br />

played back at its rendered speed, all will appear<br />

normal, and each frame will blend cohesively<br />

into the next. But when that same piece<br />

<strong>of</strong> content is played back at 15 FPS (overriding<br />

the content’s rendered frame rate via<br />

the Play Speed control channel), the content<br />

will be playing back at half <strong>of</strong> its rendered<br />

speed, and it can appear “jerky” or “choppy”<br />

because you have time-stretched the<br />

footage — that is, unless the s<strong>of</strong>tware can “ fill in<br />

the missing frames,” which is the effect <strong>of</strong> frame<br />

interpolation.<br />

How Does Frame Interpolation Work? PC<br />

Frame interpolation is the process <strong>of</strong> creating<br />

intermediate video frames based on the<br />

data in two consecutive frames <strong>of</strong> encoded<br />

video. Technically, pixels are displaced by<br />

mixing pixels from the source in the current<br />

frame with source pixels from previous or future<br />

frames. Basic frame blending is used to<br />

<strong>com</strong>pute intermediate pixels and to produce<br />

anti-aliased results in the render. In effect,<br />

frame interpolation<br />

increases the frame<br />

rate <strong>of</strong> encoded video<br />

at the time <strong>of</strong> decoding.<br />

Essentially, the<br />

content is rendered<br />

with a codec, or <strong>com</strong>pression/de<strong>com</strong>pression<br />

information. The decoders in the media server’s<br />

s<strong>of</strong>tware can <strong>com</strong>pare the information in<br />

the frames <strong>of</strong> the movie and interpolate the<br />

differences between them, thereby filling in<br />

what is missing. The algorithms being applied<br />

by the decoders <strong>com</strong>pensate and estimate<br />

the motion and smoothing, which creates<br />

smoother motion at slower FPS values. These<br />

algorithms also do not involve any special encoding<br />

options; this means that they do not<br />

add any overhead to the content, and won’t<br />

make your content larger.<br />

In the lighting world, we are very accustomed<br />

to being able to increase or decrease<br />

the speeds <strong>of</strong> our effects with a control channel<br />

without <strong>com</strong>promising the smoothness<br />

<strong>of</strong> the effect. Rotating a gobo is just one example,<br />

as are pan & tilt. Remember when you<br />

would program an 8-bit pan/tilt fixture on<br />

a DMX console and try using a really slow<br />

fade time? The result made lighting designers<br />

cringe. As a result <strong>of</strong> that feedback from<br />

designers, the manufacturers <strong>of</strong> intelligent<br />

lighting fixtures soon doubled the number <strong>of</strong><br />

pan & tilt channels and increased the resolution<br />

<strong>of</strong> a pan/tilt crossfade to 16-bit, and we<br />

suddenly went from a mere 256 bits <strong>of</strong> data<br />

in a crossfade to 65,536 bits <strong>of</strong> data in a crossfade.<br />

Once that change occurred, pan and tilt<br />

smoothness during a slow crossfade quickly<br />

became the signature <strong>of</strong> a quality automated<br />

lighting fixture, and all manufacturers followed<br />

suit by <strong>of</strong>fering full and reduced resolution<br />

modes for their fixtures.<br />

Now, here we are in a lighting world that<br />

is quickly converging with the video world,<br />

but we lighting designers and programmers<br />

expect the same results from our digital lighting<br />

fixtures that we already get from our automated<br />

lighting fixtures. Thus, manufacturers<br />

<strong>of</strong> media servers are being pressed to make<br />

improvements in order to match our expectations.<br />

A media server that <strong>of</strong>fers frame blending<br />

has the benefit <strong>of</strong> being able to generate<br />

higher quality slow-motion video since it<br />

“inserts” newly interpolated frames into any<br />

gaps between frames, which we perceive as<br />

spatial motion smoothing. This is where <strong>com</strong>panies<br />

like Green Hippo are leading the way,<br />

with their latest version <strong>of</strong> the Hippotizer.<br />

I had the opportunity to sit with the developers<br />

<strong>of</strong> The Hippotizer while at LDI in<br />

October to check out their latest version<br />

<strong>of</strong> s<strong>of</strong>tware, v3. This version <strong>of</strong> their media<br />

server has an extremely well designed frame<br />

blending feature that makes content appear<br />

remarkably smooth at really low frame<br />

rates, and this makes it an incredibly powerful<br />

digital lighting tool. It is also one <strong>of</strong> the first<br />

digital lighting media servers to make use <strong>of</strong><br />

a frame interpolation technique to produce<br />

these impressive results. In fact, it does interpolation<br />

so well that it is next to impossible<br />

to tell that the content was not created at the<br />

lower frame rate. I believe that all media servers<br />

will need to perform at this level if they<br />

want to be <strong>com</strong>petitive at the pro level, because<br />

products like the Hippotizer, with it’s<br />

ease <strong>of</strong> use and powerful playback capabilities,<br />

will keep raising the bar. Advancements<br />

in new technology and hardware, along with<br />

the development <strong>of</strong> new s<strong>of</strong>tware that makes<br />

use <strong>of</strong> those technological improvements,<br />

contribute to increased performance capabilities<br />

<strong>of</strong> our media servers, and they will only<br />

continue to shape the future <strong>of</strong> our digital<br />

lighting world.<br />

Vickie Claiborne (www.vickieclaiborne.<strong>com</strong>)<br />

is an independent programmer and training<br />

consultant, and can be reached at vclaiborne@plsn.<strong>com</strong>.<br />

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<strong>PLSN</strong> DECEMBER 2006 41

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